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Arcade › Slime Line
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Valentin Demkowski built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Slime Line yet. Play it, then tell Valentin Demkowski what you would add next.
Slime Line was built by Valentin Demkowski with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Slime Line opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Create a playable 3D tower-defense game titled "Slime Line". Use a dark, minimalist presentation with an orthographic, high angled top-down camera looking at a rectangular playfield. The background is near-black navy (#10151d) with subtle fog; the ground is a dark desaturated teal rectangle. Use soft shadows, ambient hemisphere lighting, and a warm directional key light. Keep the world centered and fully visible in the camera, with no player avatar. The map has a winding teal-gray slime path made from thick rectangular segments. It begins at the left side, travels right, turns downward, right, upward, right, downward, and finally right to a red/pink circular goal gate at the far-right endpoint. Place nine small dark teal circular build pads beside the path at the positions shown by the layout: several on the left section, several around the central bends, and a few on the right section. Pads should be visibly clickable. Enemies are cute green slime/monster creatures (use a simple green rounded creature if no model is available; a cute animated green demon/slime model is appropriate). When a wave starts, spawn enemies one at a time at the left path entrance, approximately every 0.55 seconds. They follow the path waypoint by waypoint toward the red goal, visibly bobbing slightly while moving and turning to face their direction. Start with 5 + 2×wave-number enemies in each wave. Each enemy has 2 + floor(wave/3) health and moves at speed 1.2 + 0.08×wave-number. If an enemy reaches the goal, remove it and subtract one life. At zero lives, stop gameplay and show a "Base destroyed" notification. The player begins with 120 gold, 10 lives, and wave 0. Provide a bottom control bar with a blue "Build turret · 40" button and a yellow "Start wave" button. Building costs 40 gold. Clicking a build pad places a tower there if the player can afford it and the pad is unoccupied; otherwise show a brief red/pink rounded toast saying "Not enough gold" or "Pad already occupied". A tower is a compact turret assembled from a round base and gun/weapon model (or simple stylized equivalent), with a faint translucent blue circular range ring on the ground. Towers automatically target the closest slime within range 4.5, fire every 0.7 seconds, and deal 1 damage. Show small glowing yellow projectile spheres traveling from the turret toward the targeted enemy. When an enemy dies, remove it and award 12 gold. When all enemies in a wave have spawned and all are dead, end the wave, award 25 gold, and briefly show "Wave cleared +25". The Start wave button increments the wave, starts spawning, and briefly shows "Wave N incoming"; disable it during an active wave. Disable the build button when gold is below 40 or the game is over. Overlay HUD: at top-left, a translucent dark rounded panel with the bold title "SLIME LINE" and subtitle "Place turrets. Survive the waves." At top-right, three compact dark badges showing gold with a money-bag icon, lives with a heart icon, and current wave with a wave icon; use green values. At bottom-left, include a dark translucent instructional panel reading "Tap a build pad to place a turret. Turrets auto-fire at the closest slime. Start a wave when you're ready." On small screens hide this hint and make the two action buttons share the available width. Use rounded corners, clean system sans-serif typography, and subtle shadows/backdrop blur. Keep the game playable by mouse or touch: clicking/tapping a visible pad builds directly, and tapping the buttons activates their actions without propagating to the 3D map. Do not add extra enemy types, upgrades, player movement, lives regeneration, or other features not described.